Kalijor (Almost) Daily

RPG eCoverI will be playing a bit with this page until I get it settled in, but the intention is to post regular story ideas for the Kalijor RPG. I hope to give players quick access to story ideas, NPCs, and other information that will inspire, or completely facilitate campaigns and adventure ideas.

Presentation of these ideas will be in a consistent style with a quick line or two to setup the situation, a description of the meat of the plot that will get characters engaged, and then a plot twist or turn that serves as the ‘big reveal’ for the adventure. Any relevant NPCs or other world or equipment data will be provided below those three sections and the setting and any other pertinent technical information will be at the very top.

These adventure ideas are meant to serve in whatever capacity you deem fit, from complete packages intended to be played out in a single session to the starting points for epic campaign adventures that you and your group can run with for as long as you continue to enjoy them.

Please feel free to print and redistribute any of the information presented, but do please maintain any logos or copyright information that may be attached.

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A Simple Smash ‘n Grab

Setting:  The ‘real’ world
Starting Location:  Neo-Tokyo, the office of one General Ferarco in a Quark Industries branch office.
Introduction:  The group has been assembled to break into a local Aegis Online facility and retrieve the specs for a new processor that AO has recently stolen.
Complication:  General Ferarco has asked the players to retrieve the specs from the AO main computer without killing any civilians and with minimal other loss of life. The facility is guarded by AO snipers outside and 1D4+4 soldiers inside and there are 1D6x10 civilian workers inside.
Twist:  The specs are being stored on a computer that is inside a hardened, separately locked room within the AO facility. The computer is not on the building’s network so the players must physically connect to it in order to fulfill their mission goal. The door locks for the room require the use of either a pick locks skill roll of 30 or an electrical engineering roll of 20 to open the lock and a hacking roll of 25 to open it.The room itself is guarded inside by 2 AO soldiers with assault rifles and heavy military armor.
Notes:
 

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Let’s go Visit the Woods

Setting:  Kalijor
Starting Location:  Rathalon
Introduction:  Returning to the city to wind down after a long adventure in the wilds of Kalijor, the group encounters a young child, stumbling up the road toward the west gate of the city, cheeks reddened with tears and body exhausted from a long flight.
Complication:  The child tells the players that they live with their family just inside the northern edge of the forest of Brume, less than a day’s journey from Rathalon. It seems his home was recently attacked by a pack of Scalerithica during their evening meal. The creatures battered down the door and poured through the windows, attacking everyone in sight. The child’s mother tossed him out one of the broken windows and told him to run so, without anywhere else to go, he headed for Rathalon hoping to find someone to help.
Twist:  There are 2D6+8 Scalerithica now residing within the child’s family home when the character’s arrive on site. The creatures have eaten everything in the house that isn’t nailed down or poisonous and a few dead creatures, bearing the signs of having been killed by weapons or magic, have also been mostly eaten by their living comrades.The creatures attack the characters on sight, defending their new home until only 1D4 remain, at which point they will attempt to retreat back into the deeper sections of the forest.

The child’s family managed to fight their way to the cellar entrance in their home and have been trapped there, beneath the house for days. They require some minor healing but are otherwise doing well and will offer to pay the characters their life’s savings of 2D6x100 gold coins for their assistance and the rescue of their child.

Notes:  The family are woodcutters who cut and trim young Brume trees along the northern edge of the forest. They have no idea why the creatures came out of the old forest and attacked them as they’ve been living there for years without any such incident occurring previously.
 

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Non Player Characters (NPCs) for the future setting

 

Conglomerate Citizen

The average person on the street in Conglomerate territories. This person has a basic understanding of the world, their government, and generally considers anyone labeled as a Dissident to be a ‘badguy’. If they encounter a Dissident they will almost certainly alert the authorities, although most of them will not put themselves in harm’s way to stop a Dissident from doing whatever it is they are doing. Better to let Conglomerate officials deal with that sort of thing and stay out of the way.

 

Intelligence: 30

Aptitude: 30

Personality: 30

Strength: 30

Agility: 30

Appearance: 30

 

Physical Health: 30

Mental Health: 30

 

Skills:

Pilot: Rank 3

Radio: Rank 2

Hand to Hand: Rank 1

 

Bonuses:

Strike: 0

Dodge: 1

Skill: 0

 

Armor: 0

Weapons:

None

 

Security Guard

The average security guard is little more than a citizen with some extra training in the ways of basic hand to hand combat, weapon usage, and security procedures. These individuals can be found in most places of business at night, and occasionally during the day. Usually these are the first responders to trouble and while it is their job to deal with potential issues, most of them will do only what is necessary to get clear of the issue before reinforcements can arrive.

 

Intelligence: 30

Aptitude: 30

Personality: 30

Strength: 35

Agility: 35

Appearance: 30

 

Physical Health: 35

Mental Health: 30

 

Skills:

Hand to Hand: Rank 2

Radio: Rank 2

Pilot: Rank 2

 

Bonuses:

Strike: 1

Dodge: 2

Skill: 0

 

Armor: 10

Weapons:

Pistol: Damage 3D6 Physical Damage

 

Conglomerate Soldier

This is your average Conglomerate grunt in the field. These soldiers have seen a few combat engagements but are by no means seasoned veterans. Conglomerate soldiers are generally true believers in what the Conglomerate stands for and will do everything they can to protect citizens, ensure that Dissidents are dealt with swiftly.

 

Intelligence: 35

Aptitude: 30

Personality: 30

Strength: 40

Agility: 35

Appearance: 30

 

Physical Health: 40

Mental Health: 35

 

Skills:

Hand to Hand: Rank 3

Radio: Rank 2

Pilot: Rank 2

 

Bonuses:

Strike: 2

Dodge: 2

Skill: 1

 

Armor: 15

Weapons:

Sub-Machine Gun: Damage 1D4x10 Physical Damage

Pistol: Damage 3D6 Physical Damage

 

Dissident Guerrilla

These are the militants that have chosen to take up arms against the Conglomerate and engage their soldiers in open combat. Guerrillas are experienced warriors, often with years of combat under their belts and hardened bodies, accustomed to the rigors of a war on the fringes of society. These warriors have taken up the cause of liberating humanity from the oppressive regime of the Conglomerate.

 

Intelligence: 40

Aptitude: 35

Personality: 25

Strength: 45

Agility: 40

Appearance: 25

 

Physical Health: 50

Mental Health: 30

 

Skills:

Hand to Hand: Rank 3

Radio: Rank 2

Pilot: Rank 2

 

Bonuses:

Strike: 3

Dodge: 1

Skill: 0

 

Armor: 20

Weapons:

Sub-Machine Gun: Damage 1D4x10 Physical Damage

4 High Explosive Grenades: Damage 1D6x10 Physical Damage

 

Criminal Element

Unlike Guerrillas, who see themselves as freedom fighters, Criminals are only out to help themselves. These characters range from thugs on the street to organized crime families but in the end they are all more or less the same. Selfish brutes who are willing to hurt anyone to get what they want.

 

Intelligence: 35

Aptitude: 35

Personality: 35

Strength: 35

Agility: 40

Appearance: 40

 

Physical Health: 30

Mental Health: 50

 

Skills:

Hand to Hand: Rank 3

Steal: Rank 2

Hacking: Rank 1

 

Bonuses:

Strike: 2

Dodge: 3

Skill: 2

 

Armor: 15

Weapons:

Pistol: Damage 3D6 Physical Damage

Knife: Damage 1D6 Physical Damage

 

Dissident Citizen

While the Conglomerate would have everyone believe that the Dissidents are a bunch of criminals that should be shot on sight, the truth is that most of them are just regular people that for one reason or another do not live in Conglomerate facilities. The average Dissident is only different from a Conglomerate citizen in that they are much more accustomed to getting things done and taking care of themselves. Most Dissident Citizens are familiar with basic weapons and how to operate them, but it is still rare that they are required to take up arms against anyone.

 

Intelligence: 35

Aptitude: 35

Personality: 30

Strength: 35

Agility: 35

Appearance: 30

 

Physical Health: 25

Mental Health: 40

 

Skills:

Radio: Rank 3

Pilot: Rank 2

Hand to Hand: Rank 1

 

Bonuses:

Strike: 0

Dodge: 1

Skill: 2

 

Armor: 10

Weapons:

Knife: Damage 1D6 Physical Damage

 

Technician

Whether a Conglomerate Citizen or a Dissident Citizen, a technician is always in demand. These individuals are able to work on just about anything from a computer to an ion drive and make it go. They are passable hackers, adept mechanics and electricians and able to repair or cobble together almost any kind of machine or computer.

 

Intelligence: 45

Aptitude: 45

Personality: 25

Strength: 25

Agility: 25

Appearance: 30

 

Physical Health: 20

Mental Health: 50

 

Skills:

Hacking: Rank 3

Radio: Rank 2

Hand to Hand: Rank 1

 

Bonuses:

Strike: 0

Dodge: 1

Skill: 2

 

Armor: 5

Weapons:

None

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Setting:
Starting Location:
Introduction:
Complication:
Twist:
Notes:
 

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